Rainbow
- Designer: Miko Sazuki
- Publisher: allplay
- Players: 2-6
- Age: 8+
- Time: 10-20 minutes
- Amazon affiliate link: https://amzn.to/3T0y53U
- Played with review copy provided by publisher
Rainbow is a card game with some climbing characteristics where you strive to have the most points. The 60 card deck is a simple one, ten copies each of values 1 to 6. The deck is shuffled, and then N cards are laid out on the table as the initial scoring display – each card is worth VPs equal to the number on it. The rest of the deck is dealt out evenly with any remainders being discarded unseen.
A starting player is chosen and that player leads to the first trick – they can play either a run (all consecutive numbers) or a set (all the same number). Whichever type is played, the rest of the trick must follow this type of play. It is also legal to play a single card, as this could be seen as either a one-card run or a one-card set. If the first card of a trick is a single card, the next player is free to play either a run or a set – and this will determine the type of play for the rest of the trick.
When it is your turn to play, you really only have to follow the rule of matching the type of play made (set or run). There is no obligation to play a higher set than previous plays nor any obligation to meet or exceed the number of cards previously played. Play whatever you like, just make sure it matches the type. As long as you have cards in your hand, you’ll always be able to make a legal play – remember that a single card is both a set and a run.
Once all players have played, the player’s cards are evaluated. The player who played the most cards is determined to have the strongest set. If there is a tie for number of cards, then the highest individual card played amongst those players is the strongest. If two plays are identical, the one played earlier in the trick is stronger.
The players are all ranked in order and then going from strongest to weakest, the players choose cards from the scoring array. You generally can take a single card, but you are allowed to take a pair of cards of the same rank. In the first round, the only option is to take single cards (a printed exception to the general rule). These collected cards are placed facedown in a score pile for each player.
Now, all the cards played into the current trick are moved to the center of the table where they become the scoring options for the next hand. Arrange them into the five highest scoring pairs or singles, and then you can discard the rest.
Continue playing hands until two or more players are out of cards at the end of a trick. When that happens, each player counts the cards in their score pile, and the player with the most points wins. There is no tiebreaker.
My thoughts on the game
Rainbow is a really clever game that I have liked since I first played it… that would be a 2010 version of the game, which I think ended up on my game table as it was nominated for a Tokyo Game Market award in the past.
The idea here is all about being ready to take advantage of the scoring opportunities. You only get a single hand of cards at the start, so you have to manage those resources throughout the entire game. When there are high valued scoring combinations available (the max being a twelve point pair of 6s), you’ll likely want to play your best combo at that time to get those cards.
Of course, turn order is of utmost importance, you’ll be less likely to play a strong combo when you’re going near the start of turn order – as you don’t know what the other players might have. On the other hand, if you play earlier, you might get a chance to set the type of play for the trick, and that might keep the later players from being able to make a play to beat you!
Each trick, you’ll try to maximize the points you can get out of the trick in regards to the cards that you have to play. One other thing that I try to monitor is the cards for the next round. Unless I think I’m in position to win it, I’m less likely to play cards that put a pair of 5s or 6s in the scoring area for the next round…
There is definitely more than meets the eye initially in Rainbow because of the way you have to look at both the current and the next round as you play. It comes in the new micro deck boxes that Allplay is now using, and this is a great game to fit in your back pocket. I’m a big fan of many of these micro games, and this one I can highly recommend.
Thoughts from other Opinionated Gamers
Mitchell T: I played this game about a dozen times. Like Dale suggests, it is very clever, and there is room for finesse, intrigue, and imaginative play. It is easy to teach, quick to play, and just plain fun. I wouldn’t say it’s deep, but it isn’t light either. We played four rounds (one per player) and then totalled the final score. It’s easy to introduce and just a plain ol’ good time.
Dan B. I played this once and enjoyed it well enough – I’d be happy to play it if someone suggests it. I didn’t find it compelling enough to keep it.
Ratings from the Opinionated Gamers
- I love it! Dale Y, Mitchell T
- I like it. Jonathan F., Erik Arneson, Steph H, John P
- Neutral. Nate Beeler, Dan B. Simon W
- Not for me…
Amazon affiliate link: https://amzn.to/3T0y53U


